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Articles indexed Saturday September 29 2012

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  • How do I make my monitors show up as two separate monitors? - NVidia GeForce GTX 550 ti

    - by BriGuy92
    I've got a dual-monitor setup, with the monitors configured through the "Nvidia X Server Settings" application. In the Ubuntu Display settings, the monitors show up as one extra-wide monitor labelled "Laptop". Until now, this really hasn't been a problem, but now I'm trying to set up a Wacom tablet. The Ubuntu tablet settings allow the tablet to be mapped to a specific monitor, but since the OS "thinks" that I have only one monitor, I can only map the tablet to both of them. This is a problem. Is there any way to have Ubuntu recognize the monitors separately?

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  • how to get adobe flash fullscreen video fluid with an atom processor?

    - by Antoine Rodriguez
    My system has an atom N270 + intel i915 graphic card. Under Windows I can enjoy 720p bigbuckbunny youtube video fullscreen without any trouble. Under Ubuntu 12.04 I have laggy and choppy fullscreen video and choppy video when not fullscreen. I've seen that under ubuntu the cpu is almost always at 100% use. What I must do in order to have videos playing well under ubuntu ? I've already tried the following : Force flash gpu detection : (no result) : mkdir /etc/adobe echo "OverrideGPUValidation = 1" | sudo tee -a /etc/adobe/mms.cfg grub options (had results but not enough) : i915_enable_rc6=1 i915_enable_fbc=1 i915_lvds_downclock=1 pcie_aspm=force updated intel drivers (glasen ppa) Using chrome instead of firefox (had impact but not enough)

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  • Ubuntu 12.10 hotkeys not working properly [closed]

    - by Sly
    A couple of weeks ago, I ran a distribution upgrade from 12.04 to 12.10. Unfortunately, something has seemed to happen with the hotkeys on the system. At first, I thought that maybe this was just a glitch with the global hotkeys. That didn't turn out to be the case, as the custom hotkey I added into the Ubuntu settings works for my editor. The only default hotkey that seems to have a problem launching is CTRL+ALT+T (Terminal). This wasn't such a big issue to begin with, because I can always just drag the Terminal to my launcher and launch it from there. However, I was on Chrome earlier and tried to do SHIFT+CTRL+DEL to clear the history and it failed. I then tried to do SHIFT+ESC, just to see if the hotkey for the task manager would work.. and it did. I also thought it could be something with the "CTRL" key, since SHIFT+ESC works, but SHIFT+CTRL+DEL doesn't. That didn't turn out to be the case either, as keys like CTRL+ALT+DEL (logout) work perfectly fine. Not quite sure how to go about this, and I haven't found any errors in any of /var/log that raises any suspicion.

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  • How to stop fan running always on Asus P8P67LE motherboard with ATI Radeon HD6900

    - by Chris Good
    I'm using Ubuntu 12.04 LTS. I'm not sure if it is the CPU (i7) fan or the video card fan. I've tried using lm-sensors & fancontrol sudo sensors-detect Now follows a summary of the probes I have just done. Just press ENTER to continue: Driver `w83627ehf': * ISA bus, address 0x290 Chip `Nuvoton NCT6776F Super IO Sensors' (confidence: 9) Driver `coretemp': * Chip `Intel digital thermal sensor' (confidence: 9) To load everything that is needed, add this to /etc/modules: # Chip drivers coretemp w83627ehf Like many people, I'm also getting error: /usr/sbin/pwmconfig: There are no pwm-capable sensor modules installed Here is the output of sensors: # sensors radeon-pci-0100 Adapter: PCI adapter temp1: +71.0°C coretemp-isa-0000 Adapter: ISA adapter Physical id 0: +44.0°C (high = +80.0°C, crit = +98.0°C) Core 0: +44.0°C (high = +80.0°C, crit = +98.0°C) Core 1: +40.0°C (high = +80.0°C, crit = +98.0°C) Core 2: +43.0°C (high = +80.0°C, crit = +98.0°C) Core 3: +42.0°C (high = +80.0°C, crit = +98.0°C) I'm hoping some-one has already solved this for my configuration because this seems to be a problem for many people and there are many different suggestions.

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  • Microsoft Lifecam VX-2000 doesn't work anymore in Cheese

    - by paed808
    I got have two Lifecam VX-2000's and they don't work in cheese anymore. I don't know if it's a problem with a missing package, or a package I installed. Here is the output. (cheese:11122): Clutter-WARNING **: No listener with the specified listener id 29 (cheese:11122): Clutter-WARNING **: No listener with the specified listener id 30 (cheese:11122): Clutter-WARNING **: No listener with the specified listener id 31 (cheese:11122): Clutter-WARNING **: No listener with the specified listener id 32 (cheese:11122): GLib-CRITICAL **: g_hash_table_remove_internal: assertion `hash_table != NULL' failed (cheese:11122): Clutter-WARNING **: Not able to remove listener with id 1 (cheese:11122): GLib-CRITICAL **: g_hash_table_size: assertion `hash_table != NULL' failed totem-video-thumbnailer: 'file:///home/myusername/Videos/Webcam/2012-09-20- 191530.webm' isn't thumbnailable Reason: Media contains no supported video streams. ** (cheese:11122): WARNING **: could not generate thumbnail for /home/myusername/Videos/Webcam/2012-09-20-191530.webm (video/webm) Notice the: Reason: Media contains no supported video streams. When I try to record a video it just makes a 13.2KB WEBM file with nothing. When I take a picture it works. Edit: I've been thinking that the problem started after installing the MediUbuntu repository on my system.

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  • Restoring backup with Deja Dup from external HD

    - by widgg
    So, here's the problem that I have with restoring. First, I backed up like everything. So I had place on the external HD for only one copy. I had to reinstall everything, but I didn't worry because I had a backup. But now, restoring doesn't work and it starts to be annoying. So, I right click "Restore missing files...". Then I have the popup window from Deja Dup asking where is the backup. So, I select the external HD and either put nothing in "folder" or just put ".". Thinking that it should be the base to look for backups. In both cases, after a while scanning, I get: The Volume "Filesystem root" has only 139.7mb disk space remaining. But my partition "/home" has 799.6Gb free. Also, I just want to restore some files, I don't need all of them. On my external HD, there's a file called: duplicity-full.20120514T220834Z.manifest. A text file. In it, I can see that everything is partitions in files of 52mb. So, small files are in one archive while very large files are split in multiple one. But I can see the exact list of file that I have. So, I'm guessing that my backup is intact. What am I doing wrong ? Is possible that it failes, even to list all the files, because I don't have enough space left on my ExtHD ? Why can't duplicity used another location to do that ?

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  • SSD I/O extremely slow installing/booting Ubuntu 12.04

    - by Menda
    These are some useful specs: Macbook Pro 7,1 OWC Mercury Extreme Pro 2,5" SATA SSD (120 GB). Has SandForce driver. Ubuntu 12.04 Desktop 32 bits. One 18 GB partition for GNU/Linux and 1.5 GB for SWAP. MD5 for the Ubuntu install CD is OK. I tried to install Ubuntu. It seems that everything is recognized, but there's a big problem: read and writes to the SSD are extremely slow. For example, the install process, which shouldn't take more than 20 minutes, it takes 7 hours. Then, booting up the computer takes about 20 minutes. I checked and the problem is definitely the SSD. Every access to any file is like 10 times slower than normal. I have tried to format the partition as Ext4 and Ext3 with the same problem. Trying to install other distros like Fedora 17, I have a similar problem. There's a "lag" with the SSD, but not so accused as in Ubuntu. Surprisingly, Debian 6.0 installs and works without any problem. Mac OS works pretty good as well in the other partition, so I discard it's an SSD problem. Thanks for your help!

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  • Xlib: extension "GLX" missing on display ":0". Asus k53s

    - by Steve
    I had everything working fine, I use a number of openGL graphics software, example pymol, mgltools, vmd, ballview, rasmol etc. All of these give the error: Xlib: extension "GLX" missing on display ":0". and fail to initialize. I have an i7 asus k53s with nvidia gforce I need these to do my work. I tried the umblebee fix, and just removing all nvidia drivers, or rolling back. I do not know why these were working then stopped, but did notice a new nvidia console in the mu which I assume was from enabling the automatic nvidia feeds, etc? I also played with the xorg, however have no clue what settings are valid. In addition, the display is 50% of the time not recognized now? It just gives a geeic 640x480 and I have to login and out 10 times to get it to return to a normal setting. When I try and set it manual, there is no other setting allowed from the settings menus, and the terminal changes just get re set every time I log out?

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  • How to remove package in bad state, software center freezes, no synaptic

    - by GothicMonster
    When 'Update Manager' starts running, it tells me that I need to do a 'Partial Upgrade', when I start doing the upgrade, it tells me "Remove package in bad state The package 'linux-headers-3.0.0-19' is in an inconsistent state and needs to be reinstalled, but no archive can be found for it. Do you want to remove this package now to continue?" When I click 'Yes' the program just closes. I have tried to go into the software center and reinstall the 'linux-headers-3.0.0-19' ubuntu software center just freezes. Right now I cannot run 'Synaptic', or remove any software. Please help!

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  • No HDMI sound output on Thinkpad X1

    - by nickf
    I'm having problems getting my sound to output via HDMI to my TV. When I go to Sound Settings, the HDMI device does not appear. ~$ aplay -l **** List of PLAYBACK Hardware Devices **** card 0: PCH [HDA Intel PCH], device 0: CONEXANT Analog [CONEXANT Analog] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: PCH [HDA Intel PCH], device 3: HDMI 0 [HDMI 0] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: PCH [HDA Intel PCH], device 7: HDMI 1 [HDMI 1] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: PCH [HDA Intel PCH], device 8: HDMI 2 [HDMI 2] Subdevices: 1/1 Subdevice #0: subdevice #0 I don't know if the video information is helpful, but anyway: ~$ sudo lshw -C video *-display description: VGA compatible controller product: 2nd Generation Core Processor Family Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:d0000000-d03fffff memory:c0000000-cfffffff ioport:5000(size=64) Any suggestions for me?

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  • How to chroot Ubuntu+1?

    - by jrg
    What is the recommended way to use chroot from Ubuntu Stable (in my case 11.04) with Ubuntu+1 (11.10)? Linked (but probably separate) is "Is there anything special that I need to do in order to get Xorg working?" Reason I ask is because I'd like to test a few GTK3 programs without losing my current (stable) Ubuntu, or having to get my data synced. I thought about maybe running a SSH server from 11.10 and then using SSH's X forwarding, but that seems rather cumbersome.

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  • How do I create my own Ubuntu version? [closed]

    - by Alvar
    Possible Duplicate: How to customize live Ubuntu CD? I don't like unity and I don't like xubuntu or kubuntu that much, so I want to know how I can create my own Ubuntu distro! I want: a GUI only a terminal installed (no other unnecessary programs.) I don't want Unity no browser, games, text editors or video players. I basically want a distro that is easy to set up the way you want it. So as many ppa should be added as default. Is this at all possible?

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  • Which image sharing websites supports file uploading dynamically via api

    - by KoolKabin
    I have been searching for image hosting website that displays images of a user in a nice and managed way. I want to upload the files to that image hosting website in my account of that website from a page in my website. i.e if i have a website abc.com then user browse my website abc.com. Uploads the file to my website. Now I want to transfer the uploaded file to the image hosting website so that it can be viewed by other users of that hosting website and get better visibility to world

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  • Client/Server game even in solo: any big problem?

    - by Klaim
    I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and actions taken shouldn't be as massive and immediate as in a FPS, so you can also think the networking like for an RTS. It's a PC game, targetting Windows, MacOSX and Linux (Ubuntu & Fedora). It's programmed in C++, using a variety of open source libraries, so I have great (potential) control over the performances. So far I always considered that just making the game work with two applications, client & server, even in solo mode was ok. However, as I'm in the process of starting the network code I'm having doubts about if it's a good idea. I'm not a specialist so I might be missing something in my analysis. I see these pros and cons: Pros: The game works only one way so if I fix a bug it should apply on all game modes, whatever the distance with the server is; Basic networking issues would be detected early, including behaviour with the protection softwares (firewall) installed (i am not specialist so this might be wrong); Cons: I suppose that even if it should be really fast enough, networking client and server on the same computer would still be slower than no networking and message passing in (one) process memory. Maybe debugging would be more difficult? I don't have experience in this case but so far I assume that debugging with Visual Studio allows me to debug multiple process so it shouldn't be really different. Also, remote debugging. My question is: is there a big disadvantage that I missed? Or maybe there are advantages that I missed and that should encourage me to just continue with only client-server game sessions?

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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  • OpenGL sprites and point size limitation

    - by Srdan
    I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency (GL_POINTS are enough), but after some experimenting, I found myself in a trouble. Sprite size is limited (to usually 64 pixels). I'm calculating size using this formula gl_PointSize = in_point_size * some_factor / distance_to_camera to make particle sizes proportional to distance to camera. But at some point, when camera is close enough, problem with size limitation emerges and whole system starts looking unrealistic. Is there a way to avoid this problem? If no, what's alternative? I was thinking of manually generating billboard quad for each particle. Now, I have some questions about that approach. I guess minimum geometry data would be four vertices per particle and index array to make quads from these vertices (with GL_TRIANGLE_STRIP). Additionally, for each vertex I need a color and texture coordinate. I would put all that in an interleaved vertex array. But as you can see, there is much redundancy. All vertices of same particle share same color value, and four texture coordinates are same for all particles. Because of how glDrawArrays/Elements works, I see no way to optimise this. Do you know of a better approach on how to organise per-particle data? Should I use buffers or vertex arrays, or there is no difference because each time I have to update all particles' data. About particles simulation... Where to do it? On CPU or on a vertex processors? Something tells me that mobile's CPU would do it faster than it's vertex unit (at least today in 2012 :). So, any advice on how to make a simple and efficient particle system without particle size limitation, for mobile device, would be appreciated. (animation of camera passing through particles should be realistic)

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  • Javascript A* path finding ENEMY MOVEMENT in 3D environment

    - by faiz
    iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl. iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the path. i have tried implementing the path by compparing the value of each array value with swat's position . it works ! but ** THE ENEMY KEEPS GOING FROM THE UNWALKABLE AREA OF MY MATRIX....like the enemy should not move from 119,100(x=119,z=100) but its moving from that co-ordinate too ..... can any one help me out in this regard .. *prob facing :* enemy (swat character keeps moving from the wall /unwalkable area) wanted solution : enemy does not move from the unwalkable path.. ** function draw() { grid = new PF.Grid(200, 200); grid.setWalkableAt( 119,100, false); grid.setWalkableAt( 107,100, false); grid.setWalkableAt( 103,104, false); grid.setWalkableAt( 103,100, false); grid.setWalkableAt( 135,100, false); grid.setWalkableAt( 103,120, false); grid.setWalkableAt( 103,112, false); grid.setWalkableAt( 127,100, false); grid.setWalkableAt( 123,100, false); grid.setWalkableAt( 139,100, false); grid.setWalkableAt( 103,124, false); grid.setWalkableAt( 103,128, false); grid.setWalkableAt( 115,100, false); grid.setWalkableAt( 131,100, false); grid.setWalkableAt( 103,116, false); grid.setWalkableAt( 103,108, false); grid.setWalkableAt( 111,100, false); grid.setWalkableAt( 103,132, false); finder = new PF.AStarFinder(); f1=Math.abs(first_person_controller.position.x); f2=Math.abs(first_person_controller.position.z); ff1=Math.round(f1); ff2=Math.round(f2); s1=Math.abs(swat.position.x); s2=Math.abs(swat.position.z); ss1=Math.round(s1); ss2=Math.round(s1); path = finder.findPath(ss1,ss2,ff1,ff2, grid); size=path.length-1; Ai(); } function Ai(){ if (i<size) { if (swat.position.x >= path[i][0]) { swat.position.x -= 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } else if(swat.position.x <= path[i][0]) { swat.position.x += 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } } if (j<size) { if((Math.abs(swat.position.z)) >= path[j][1]) { swat.position.z -= 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } else if((Math.abs(swat.position.z)) <= path[j][1]) { swat.position.z += 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } } }

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • using lua in kobold2d to control parameters

    - by nycynik
    Is there a tutorial on using LUA in Kobold2d? I want to know if its possible to use it to control the game behavior (like max speed decrease of timer, and bonus points) by uploading a new script to the app. I found this link in the FAQ: http://www.kobold2d.com/pages/viewpage.action?pageId=917888 but it does not mention if I can replace the lua script from within the game, and reload it, is that possible? Should i just have a parameter file instead that i can download and replace?

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  • How do I stop infinite loop? [closed]

    - by SystemNetworks
    As you see, I have a stack overflow error. I wanted to use a class (goldArmor.java) which has all its own stuffs and uses some booleans, int, double from my main class(play.java). Now I want to call my other class(goldArmor.java) to my main class(play.java). When I press run, it says stackoverflow. How do I fix it? For My goldArmor.java: Play playI = new Play(); This is what I tried: Created another class(connect) to connect from my sub-class to my play.class: goldArmor goldArm = new goldArmor(); THen in my play.java: connect con = new connect();

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  • Polygon count target range for MMO being released in 2 years

    - by classer
    What would a realistic poly count target range be for NPC and player models in a 3D MMO that will be released in 2 years? What about poly count target range for the entire camera view (environment, NPC and player meshes)? I read in some places that one should not aim too low if the game will come out in a couple years because technology is always advancing. If you can give some mesh poly stats on what other current MMOs / MMORPGs are running and future projections, that would be great. Thank you.

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